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Part 2
Crysis 2

Part 2

Crysis 2 weapons guide covering Assault Rifles, Specialty Weapons, Grenade Launchers, Heavy Weapons, and Nanosuit upgrades. Learn about the Scarab, Grendel, X-43 Mike, JAW rockets, C4, and more.

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Crysis 2 weapons guide covering Assault Rifles, Specialty Weapons, Grenade Launchers, Heavy Weapons, and Nanosuit upgrades. Learn about the Scarab, Grendel, X-43 Mike, JAW rockets, C4, and more.

Assault Rifles and Sub-Machine Guns:

Scarab: A versatile assault rifle, useful in the early game due to its silenced option and three scope choices. It can also be toggled into a shotgun. It's often a primary weapon before the Stealth Marshall and Stealth DSG-1 become available.

Scar: An early-game weapon with assault rifle, grenade launcher, and scoped gauss rifle modes, but it cannot be silenced. It is outclassed as the game progresses.

Feline: A sub-machine gun with a high rate of fire, available with iron, reflex, or laser sights, and an extended magazine. It can be silenced, making it an alternative to the Scarab. Its drawback is easily expending ammunition.

Grendel: This weapon can be toggled into a shotgun and has higher damage output than the Scarab, comparable to the MK 60 MOD (a community-made modification that changes the game) 0. With a scope, it functions as an excellent mid-range sniper. Its main drawback is the lack of a silencer. It appears late in the game.

MK.60 MOD 0: A heavy machine gun with a large capacity that excels against enemies. It cannot be silenced but occasionally comes with an assault scope option. Its high capacity and damage make it a go-to weapon.

Specialty Weapons:

K-Volt: A specialty weapon using static charges, best used against cloaked aliens during the endgame.

X-43 Mike: This weapon fires microwaves that cause enemies to heat and rupture. It is deadly when held on target but can be hazardous to your health. These rare weapons become more available and prominent late in the game.

Grenade Launcher:

L-Tag: A grenade launcher that can deploy proximity mines. It is highly damaging but carries only 8 grenades, making it a use-and-replace weapon due to the two-primary-weapon limit. It is very useful in situational battles.

Others: These are weapons that can be carried outside of your two primary weapon slots.

JAW Rocket Launcher: An extremely powerful weapon that can be shot directly or guided. They are usually available when environmental hazards require them. You can carry four JAW rockets in inventory, though sometimes up to five. They are the go-to weapon for enemy gunships and juggernaut-type aliens. Avoid using them on lesser foes unless they can be quickly replenished.

C4: These explosives pack more punch than the JAW and are found when needed. Save them for Juggernaut-types like Pingers or Devastators, or Advanced Ceph when they can be quickly replaced. C4 can be placed or thrown and detonated remotely.

Fragmentation Grenades: Powerful and generally available weapons. Hostiles will attempt to evade them. They can finish off tougher foes when C4 or JAW rockets are depleted.

Swarmer: Fires a salvo of rockets, not very accurate but capable of saturating a small area. Effective against Devastators and can inflict significant damage on Pingers. Not effective against boss types.

HMG: A mounted heavy machine gun that can be detached and carried without sacrificing a primary weapon slot. It has no attachments and cannot be silenced. When its drum is empty, it must be discarded. It has a large capacity and short bursts can kill most enemies, including Devastators. It must be put down to interact with the environment.

Nanosuit Powers:

The Nanosuit can be upgraded by collecting Nano Catalyst particles from dead Ceph. The amount of Nano Catalyst you get depends on how many aliens you kill and if you collect the Catalyst before it vanishes. You can also harvest Catalyst from other combatants' kills.

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